Curated by THEOUTPOST
On Tue, 7 Jan, 8:08 AM UTC
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Nvidia's DLSS 4 isn't what you think it is. Let's debunk the myths
CES 2025 Read and watch our complete CES coverage here Updated less than 57 seconds ago Table of Contents Table of Contents No, it doesn't 'predict the future' Latency isn't the issue you think it is A completely new model Nvidia stole the show at CES 2025 with the announcement of the RTX 5090, and despite plenty of discourse about the card's $2,000 price tag, it ushers in a lot of new technology. Chief among them is DLSS 4, which brings multi-frame generation to Nvidia's GPUs, offering a 4X performance boost in over 75 games right away when Nvidia's new RTX 50-series GPUs hit the streets. I've seen way too much misunderstanding about how DLSS 4 actually works, though. Between misleading comments from Nvidia's CEO and a radical redesign to how DLSS works, it's no wonder there's been misinformation floating around about the new tech, what it's capable of, and, critically, what limitations it has. So, let's set the record straight, at least as much as I can before Nvidia's new graphics cards are here and we all experience what DLSS 4 has to offer first-hand. Get your weekly teardown of the tech behind PC gaming ReSpec Subscribe Check your inbox! Privacy Policy No, it doesn't 'predict the future' One of the main issues about properly understanding how DLSS 4 works comes from a comment Nvidia CEO Jensen Huang made during a Q&A. Jarred Walton over at Tom's Hardware asked Huang about how DLSS 4 works on a technical level, and Huang categorically denied that DLSS 4 uses frame interpolation. He said that DLSS 4 "predicts the future," instead of "interpolating the past." That's a buzzy quote, for sure. Too bad it's incorrect. Huang has waxed poetic about DLSS Frame Generation in the past, and although this type of framing works for explaining a technology like DLSS 4 to a mainstream audience, it also leads to some misunderstandings about how it actually works. Following this quote, I actually had several readers reach out telling me that I was misunderstanding how DLSS 4 works. I'm not misunderstanding how it works, as it turns out, but I understand why there's a lot of confusion. DLSS 4's multi-frame generation uses a technique called frame interpolation. This is the same technique that we saw in DLSS 3, and it's the same technique you'll find in other frame generation tools like Lossless Scaling and AMD's FSR 3. Frame interpolation works like this: Your graphics card renders two frames, and then an algorithm steps in to calculate the difference between those frames. Then, it "generates" a frame to go in between, guessing what the interstitial frame would look like based on the difference between the two frames that were rendered. And DLSS 4 uses frame interpolation. There has been some early research on new techniques to generate frames -- in particular, research from Intel about frame extrapolation -- but it's still early days for that technology. There's some details I can't share quite yet, but I've confirmed with multiple sources now that DLSS 4 is, in fact, using frame interpolation. It makes sense, too. These types of rendering tools don't just pop up out of nowhere, and there's almost always a long lineage of research papers before any new rendering technique is turned into a marketable product like DLSS 4. That doesn't take away from what DLSS 4 is capable of. It might be using the same technique as DLSS 3 for creating new frames, but that shouldn't distract you from what DLSS 4 can actually do. Latency isn't the issue you think it is I understand why Nvidia doesn't want to comment a lot on DLSS 4's use of frame interpolation. That's because frame interpolation introduces latency. You need to render two frames and then perform the interpolation before the first frame in the sequence in displayed, so when using any frame interpolation tool, you're essentially playing on a slight delay. The assumption I've seen is that these extra frames linearly increase latency, which isn't the case. The Verge showed concern saying it wanted to "see how the new frame generation tech affects latency," while TechSpot declared that "users are concerned that multi-frame rendering could compound the [latency] problem." It's a natural counter to the multiplied "fake" frames that DLSS 4 can spit out. If generating one frame causes a latency problem, surely generating three of them would cause a bigger latency problem. But that's not how it works. This is why it's so important to understand that DLSS 4 uses frame interpolation. The idea of playing on a delay isn't any different between DLSS 3 generating one extra frame and DLSS 4 generating three extra ones -- the process still involves rendering two frames and comparing the difference between them. Your latency doesn't significantly increase between inserting one, two, or three extra frames in between the two that were rendered. Regardless of the number of frames that go in between, the latency added by the frame interpolation process is largely the same. Let me illustrate this. Let's say you're playing a game at 60 frames per second (fps). That means there's 16.6 milliseconds between each frame you see. With DLSS 3, your frame rate would double to 120 fps, but your latency isn't halved to 8.3ms. The game looks smoother, but there's still 16.6ms between each rendered frame. With DLSS 4, you'll be able to go up to 240 fps, quadrupling your frame rate, but once again, the latency doesn't drop to 4.2ms. It's still that same 16.6ms. This is a very reductive look at PC latency -- there's overhead for DLSS Frame Generation to run, plus the latency added by your monitor and mouse -- but it's useful for understanding that the core latency doesn't linearly increase when adding more frames to the frame interpolation process. The time between each rendered frame doesn't change. The latency you experience is still largely the result of your base frame rate before DLSS Frame Generation and the overhead that the tool has. DLSS 4 on Nvidia RTX 5080 First Look: Super Res + Multi Frame-Gen on Cyberpunk 2077 RT Overdrive! You don't have to just take my word for that. Digital Foundry has tested DLSS 4, including latency, and found exactly what I just described. "It seems to me that the majority of the extra latency still comes from buffering that extra frame, but adding further intermediate frames comes with a relatively minimal increase in latency," wrote Digital Foundry's Richard Leadbetter. The small amount of additional latency simply comes from DLSS calculating more frames in between the two that have been rendered, so the bulk of the latency increase with DLSS 4 isn't much different from DLSS 3. The latency issue with DLSS 4 is largely the same as it is with DLSS 3. If you're playing at a low base frame rate, there's a disconnect between the responsiveness you're experiencing and the smoothness you're seeing. That disconnect will be more significant with DLSS 4, but that doesn't suddenly mean there's a massive increase in latency as a result. That's why Nvidia's impressive new Reflex 2 isn't required for DLSS 4; just like DLSS 3, developers only need to implement the first version of Reflex for DLSS 4 to work. A completely new model Clarifying how DLSS 4 works might lead you to believe it's more of the same, but that's not the case. DLSS 4 is a very significant departure from DLSS 3, and that's because it uses a completely different AI model. Or, I should say, AI models. As Nvidia details, DLSS 4 runs five separate AI models for each rendered frame when using Super Resolution, Ray Reconstruction, and Multi-Frame Generation, all of which need to execute in a matter of milliseconds. Because of what DLSS 4 entails, Nvidia did away with its previous Convolution Neural Network, or CNN, and it's now using a vision transformer model. There are two big changes with a transformer model. First is something called "self-attention." The model can track the importance of different pixels over multiple frames. Being self-referential in this way should allow the new model to focus more on problematic areas, such as thin details with Super Resolution that may show shimmering. DLSS Ray Reconstruction with New Transformer Model | Alan Wake 2 Transformer models are also more scalable, allowing Nvidia to add far more parameters to DLSS than with the previous CNN approach. According to the company, the new transformer model has double the parameters, in fact. DLSS Super Resolution with New Transformer Model | Horizon Forbidden West As you can see in the videos above, Nvidia claims this new model has better stability and preservation of fine details compared to the previous CNN approach. These improvements aren't exclusive to RTX 50-series GPUs, either. All RTX graphics cards will be able to leverage the new transformer model in DLSS 4 games, at least for the features that are supported by each generation. I've seen DLSS 4 in action a couple of times, but the real test for the feature will be when Nvidia's next-gen GPUs launch. Then, I'll be able to evaluate how the feature works across several games and scenarios to see how it holds up. Regardless, there are a lot of changes with the feature, and according to what Nvidia has shared so far, those changes work to make DLSS even better.
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NVIDIA DLSS 4 Delivers An Insane 8x Performance Boost Versus DLSS 3 With Multi Frame Generation Technology, Enhanced Upscaling For RTX 20 & Above
NVIDIA has introduced its DLSS 4 upscaling technology, delivering a 8x boost on RTX 50 GPUs with the Multi-Frame Generation feature. Press Release: NVIDIA DLSS is a suite of neural rendering technologies powered by GeForce RTX Tensor Cores that boosts frame rates while delivering crisp, high-quality images that rival native resolution rendering, as part of over 700 RTX games and apps. At CES 2025, we're advancing DLSS once again with the introduction of DLSS 4, featuring Multi Frame Generation for GeForce RTX 50 Series graphics cards and laptops; 75 games and apps will have support for Multi Frame Generation when they're released. DLSS Multi Frame Generation generates up to three additional frames per traditionally rendered frame, working in unison with the complete suite of DLSS technologies to multiply frame rates by up to 8X over traditional brute-force rendering. This massive performance improvement on GeForce RTX 5090 graphics cards unlocks stunning 4K 240 FPS fully ray-traced gaming. On the GeForce RTX 5090, DLSS 4 with Multi Frame Generation multiplies performance by over 8X versus traditional brute force rendering in this Cyberpunk 2077 scene, PC latency is halved for more responsive gameplay, and image quality is further enhanced DLSS 4 also introduces the biggest upgrade to its AI models since the release of DLSS 2.0 in 2020. DLSS Ray Reconstruction, DLSS Super Resolution, and DLAA will now be powered by the graphics industry's first real-time application of 'transformers', the same advanced architecture powering frontier AI models like ChatGPT, Flux, and Gemini. DLSS transformer models improve image quality with improved temporal stability, less ghosting, and higher detail in motion. Alongside the availability of GeForce RTX 50 Series, NVIDIA app users will be able to upgrade games and apps to use these enhancements. 75 DLSS games and apps featuring Frame Generation can be upgraded to Multi Frame Generation on GeForce RTX 50 Series GPUs. For those same games, Frame Generation gets an upgrade for GeForce RTX 50 Series and GeForce 40 Series GPUs, boosting performance while reducing VRAM usage. And on all GeForce RTX GPUs, DLSS games with Ray Reconstruction, Super Resolution, and DLAA can be upgraded to the new DLSS transformer model. DLSS Multi Frame Generation: Multiply Performance With GeForce RTX 50 Series GPUs DLSS 3 Frame Generation's AI model uses game data such as motion vectors and depth, and an optical flow field from the GeForce RTX 40 Series Optical Flow Accelerator to generate one additional frame. Generating multiple frames was cost prohibitive since both the Optical Flow Accelerator and the AI model would be required for every new generated frame, and the performance cost would throttle the GPU, resulting in lower input frame rates. DLSS 4 Multi Frame Generation combines multiple Blackwell hardware, and DLSS software innovations to make generating multiple frames a reality. Our new frame generation AI model is 40% faster, uses 30% less VRAM, and only needs to run once per rendered frame to generate multiple frames. For example, in Warhammer 40,000: Darktide, this model provided a 10% faster frame rate, while using 400MB less memory at 4K, max settings, using DLSS Frame Generation. We have also sped up the generation of the optical flow field by replacing hardware optical flow with a very efficient AI model. Together, the AI models significantly reduce the computational cost of generating additional frames. Faster frame rates and lower total VRAM consumption with the new frame generation model. Captured in Warhammer 40,000: Darktide on a GeForce RTX 5090, at 4K, with the highest in-game settings, and DLSS Frame Generation Even with these efficiencies, the GPU still needs to execute 5 AI models across Super Resolution, Ray Reconstruction, and Multi Frame Generation for each rendered frame, all within a few milliseconds, otherwise DLSS Multi Frame Generation could have become a decelerator. To achieve this, GeForce RTX 50 Series GPUs include 5th Generation Tensor Cores with up to 2.5X more AI processing performance. Once the new frames are generated, they are evenly paced to deliver a smooth experience. DLSS 3 Frame Generation used CPU-based pacing with variability that can compound with additional frames, leading to less consistent frame pacing between each frame, impacting smoothness. To address the complexities of generating multiple frames, Blackwell uses hardware Flip Metering, which shifts the frame pacing logic to the display engine, enabling the GPU to more precisely manage display timing. The Blackwell display engine has also been enhanced with twice the pixel processing capability to support higher resolutions and refresh rates for hardware Flip Metering with DLSS 4. Working in concert, our new hardware and software innovations enable DLSS 4 to generate 15 out of every 16 pixels with great image quality, smoothness, and latency. For games and apps, DLSS 4 with Multi Frame Generation, Ray Reconstruction, and Super Resolution multiplies frame rates by up to 8X over brute-force rendering, and boosts frame rates by up to 1.7X when upgrading from Frame Generation to Multi Frame Generation. The New Transformer Model - Image Quality Improvements For All GeForce RTX Gamers DLSS 4 features a major architecture upgrade for DLSS Ray Reconstruction, DLSS Super Resolution, and DLAA with the graphics industry's first real-time use of a transformer-based model. Previously, DLSS used Convolutional Neural Networks (CNNs) to generate new pixels by analyzing localized context and tracking changes in those regions over successive frames. After six years of continuous improvements, we've reached the limits of what's possible with the DLSS CNN architecture. Our new DLSS transformer model uses a vision transformer, enabling self-attention operations to evaluate the relative importance of each pixel across the entire frame, and over multiple frames. Employing double the parameters of the CNN model to achieve a deeper understanding of scenes, the new model generates pixels that offer greater stability, reduced ghosting, higher detail in motion, and smoother edges in a scene. In intensive ray-traced content, the new transformer model for Ray Reconstruction delivers a big uplift in image quality, especially in scenes with challenging lighting conditions. For example, in these scenes from Alan Wake 2, stability is increased on the highly-detailed chainlink fence, ghosting on the fan blades is reduced, and shimmering is eliminated on the power lines, improving the player's immersive experience in the third-person game. The transformer model for Super Resolution also shows promising results, and will be released as a beta to enable users to explore the improvements and provide feedback before official release. The model has demonstrated better temporal stability, less ghosting, and higher detail in motion. The new transformer model architecture will provide years of headroom to deliver continuous image quality improvements, as we have done with the CNN architecture for the past 6 years. In Horizon Forbidden Westâ„¢ Complete Edition, the new beta Super Resolution DLSS transformer model increases texture detail on Aloy's clothes and accessories, as well as overall clarity 75 Games & Apps With Multi Frame Generation On Day 0 Both Multi Frame Generation and the new transformer models are built to be backwards compatible with existing DLSS integrations. When GeForce RTX 50 Series graphics cards hit store shelves, GeForce RTX 50 Series gamers will be able to multiply performance with DLSS Multi Frame Generation in 75 games and apps, and all GeForce RTX users will be able to experience the new transformer-based DLSS Ray Reconstruction, DLSS Super Resolution, and DLAA in over 50 games and apps. Alan Wake 2, Cyberpunk 2077, Indiana Jones and the Great Circleâ„¢, and Star Wars Outlawsâ„¢ will be updated with native in-game support for DLSS Multi Frame Generation when GeForce RTX 50 Series GPUs are launched. Black Myth: Wukong, NARAKA: BLADEPOINT, Marvel Rivals, and Microsoft Flight Simulator 2024 are following suit in the near future. And Black State, DOOM: The Dark Ages, and Dune: Awakening are all launching with DLSS Multi Frame Generation. For many games that haven't updated yet to the latest DLSS models and features, NVIDIA app will enable support through a new DLSS Override feature. Alongside the launch of our GeForce RTX 50 Series GPUs, after installation of a new GeForce Game Ready Driver and the latest NVIDIA app update, the following DLSS override options will be available in the Graphics > Program Settings screen, under "Driver Settings" for each supported title. DLSS Override for Frame Generation - Enables Multi Frame Generation for GeForce RTX 50 Series users when Frame Generation is ON in-game. DLSS Override for Model Presets - Enables the latest Frame Generation model for GeForce RTX 50 Series and GeForce RTX 40 Series users, and the transformer model for Super Resolution and Ray Reconstruction for all GeForce RTX users, when DLSS is ON in-game. DLSS Override for Super Resolution - Sets the internal rendering resolution for DLSS Super Resolution, enabling DLAA or Ultra Performance mode when Super Resolution is ON in-game. Upgrading and enhancing games takes just a few clicks in NVIDIA app: NVIDIA app DLSS Override game support will be expanded as we finish testing the new models in more titles. NVIDIA DLSS 4: The Best Gets Better NVIDIA DLSS has revolutionized gaming with its ever-improving AI technologies, multiplying performance, increasing image quality, and enhancing ray-traced graphics further than anyone imagined possible when we first debuted RTX and DLSS back in 2018. With the launch of DLSS 4 alongside GeForce RTX 50 Series GPUs, all GeForce RTX desktop and laptop gamers will receive upgrades, making their games and apps even better. Stay tuned to GeForce.com to learn about future DLSS developments, and in the meantime, check out all of our other GeForce RTX 50 Series announcements to see how we're further improving your experiences in games and apps.
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NVIDIA announced DLSS 4 will come to all RTX GPUs
At CES 2025, NVIDIA introduced DLSS 4, the latest version of its real-time image upscaling technology, and announced that it will come to all RTX GPUs. That includes the RTX 20 series that was discontinued back in 2020, but the older models aren't getting all its features. In the new GeForce RTX 50 series models, DLSS 4 will enable Multi Frame Generation. This feature will generate up to three additional frames for every traditionally rendered one, and it can help multiply frame rates by up to eight times more than traditional brute-force rendering. NVIDIA claims 4K 240 FPS fully ray-traced gaming will be possible thanks to Multiple Frame Generation when using its GeForce RTX 5090 graphics card, the new $1,999 flagship GPU arriving later this month. In addition, DLSS 4 represents what the company is calling the "biggest upgrade to its AI models" since the release of DLSS 2. DLSS Ray Reconstruction, DLSS Super Resolution and DLAA will now be powered by the same advanced architecture powering AI models, such as ChatGPT and Google's Gemini. The company says that translates to improved temporal stability, less ghosting and higher detail of objects in motion. A total of 75 games and apps will support DLSS 4 from day zero. When the new RTX 50 cards come out, games like Alan Wake and Cyberpunk 2077 will be updated with the ability to take advantage of the technology's Multi Frame Generation feature. More titles will be updated with support for Multi Frame in the future, including Black Myth: Wukong, while upcoming ones like Doom: The Dark Ages and Dune: Awakening will support the feature at launch. The GeForce RTX 40 series GPUs aren't getting Multi Frame Generation, but they are getting DLSS 4's enhanced frame generation, enhanced ray reconstruction, super resolution and deep leaning anti-aliasing capabilities. Meanwhile, GeFore RTX 30 series and RTX 20 series GPUs are getting the last three.
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NVIDIA DLSS 4 is coming to all RTX GPUs
The company has introduced the latest version of its DLSS technology at CES 2025. NVIDIA has introduced DLSS 4, the latest version of its real-time image upscaling technology, at CES 2025. It is coming to all RTX GPUs, including the RTX 20 series that was discontinued back in 2020, but the older models aren't getting all its features. In the new GeForce RTX 50 series models, DLSS 4 will enable Multi Frame Generation. The feature generates up to three additional frames for every traditionally rendered one and can help multiply frame rates by up to eight times more than traditional brute-force rendering. NVIDIA says the improvements brought by Multiple Frame Generation on the GeForce RTX 5090 graphics card, its new $1,999 flagship GPU arriving this month, will enable 4K 240 FPS fully ray-traced gaming. In addition, DLSS 4 represents what the company is calling the "biggest upgrade to its AI models" since the release of DLSS 2. DLSS Ray Reconstruction, DLSS Super Resolution and DLAA will now be powered by the same advanced architecture powering AI models, such as ChatGPT and Google's Gemini. The company says that translates to improved temporal stability, less ghosting and higher detail of objects in motion. A total of 75 games and apps will support DLSS 4 from day zero. When the new RTX 50 cards come out, games like Alan Wake and Cyberpunk 2077 will be updated with the ability to take advantage of the technology's Multi Frame Generation feature. More titles will be updated with support for Multi Frame in the future, including Black Myth: Wukong, while upcoming ones like Doom: The Dark Ages and Dune: Awakening will support the feature at launch.
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Nvidia announces DLSS 4 with Multi Frame Generation, says it can help multiply frame rates by 'up to 8X over traditional brute-force rendering'
Nvidia has announced DLSS 4 at CES 2025, the shiniest new version of its mega-powerful upscaling tech. Not content to rest on its laurels with DLSS 3, the latest version boasts of Multi Frame Generation, which the company says can 'multiply frame rates by up to 8X over traditional brute-force rendering.' Nvidia says the tech works in tandem with the rest of its suite of DLSS technologies, and is Tensor Core based. Latency is said to be halved for more responsive gameplay, with enhanced image quality over previous versions. 'This massive performance improvement on GeForce RTX 5090 graphics cards unlocks stunning 4K 240 fps fully ray-traced gaming' the company says. That's quite the bold performance claim, although for what it's worth, the RTX 5090 looks like a monster of a card on paper. That plus some super advanced upscaling tech? We may well now live in a world where ray tracing and mega-high frame rates can go hand in hand. It's not just frame generation that has received a fresh coat of paint, either. DLSS Ray Reconstruction, DLSS Super Resolution, and DLAA will now be powered by what are referred to as 'transformers', which is the same architecture that powers AI models like ChatGPT, Google Gemini. These new models are said to improve image quality with improved temporal stability, less ghosting, and higher detail in motion. DLSS 3 is already pretty great at this (as I found in my own DLSS 3 vs FSR 3.1 testing), so I'm genuinely curious to see whether even some of the smaller flaws that make it past the older models are now fixed. It's all well and good in theory, but until I've seen it running in person, I'll hedge my bets. Still, DLSS 3 is mighty impressive, so I'm excited to see just how much more performance and image quality are available in the latest version. But for Multi Frame Generation, it's RTX 50-series only. That doesn't mean RTX 40-series owners miss out entirely, though, as enhanced DLSS regular frame generation, Ray Reconstruction, Super Resolution and DLAA are all on the table if you have a (now last) generation card. Even 30-series cards get something of a sniff of the action with some of the upgrades, as the slide above demonstrates. So, DLSS has some serious upgrades. Bring it on, that's what I say. If we're going to be marching into a future where upscaling is a vital component for gaming, I wanna see as many improvements as Nvidia (and AMD, with FSR 4) can cram in.
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Jensen says DLSS 4 "predicts the future" to increase framerates without introducing latency
Multi frame generation will be very different from framegen. After the Blackwell RTX 50-series announcement last night, there's been some confusion. In a live Q&A session today we Nvidia CEO Jensen Huang, we were able to ask for clarification on DLSS 4 and some of the other neural rendering techniques that Nvidia demoed. With AI being a key element of the Blackwell architecture, it's important to better understand how it's being used and what that means for various use cases. One of the big performance "multipliers" with DLSS 4 is multi frame generation. With DLSS 3, Nvidia would render two frames and then use AI to interpolate an intermediate frame. This adds some latency to the game rendering pipeline and also causes some frame pacing issues. On the surface, it sounded as though DLSS 4 would do something similar, but instead of generating one frame it would generate two or three frames -- multiple frames of interpolation, in other words. It turns out that's incorrect. When we asked how DLSS 4 multi frame generation works and whether it was still interpolating, Jensen boldly proclaimed that DLSS 4 "predicts the future" rather than "interpolating the past." That drastically changes how it works, what it requires in terms of hardware capabilities, and what we can expect in terms of latency. There's still work being done without new user input, though the Reflex 2 warping functionality may at least partially mitigate that. But based on previously rendered frames, motion vectors, and other data, DLSS 4 will generate new frames to create a smoother experience. It also has new hardware requirements that help it maintain better frame pacing. We haven't been able to try it out in person, yet, so we can't say for certain how DLSS 4 multi frame generation compares to DLSS 3 framegen and normal rendering. It sounds as though there's still a latency penalty, but how much that will be felt -- and particularly how it feels on different tiers of RTX 50-series GPUs -- is an important consideration. We know from DLSS 3 that if you're only getting a generated FPS of 40 as an example, it can feel very sluggish and laggy, even if it looks reasonably smooth. That's because the user input gets sampled at 20 FPS. With DLSS 4, potentially that means you could have a generated framerate of 80 FPS with user sampling of 20 FPS. Or to put it in different terms, we've generally felt that you need sampling rates of at least 40-50 FPS for a game to feel responsive while using framegen. With multi frame generation, that would mean we could potentially need generated framerates of 160-200 FPS for a similar experience. That might be great on a 240 Hz monitor and we'd love to see it, but by the same token multi frame generation on a 60 Hz or even 120 Hz monitor might not be that awesome. Our other question was in regards to the neural textures and rendering that was shown. Nvidia showed some examples of memory use of 48MB for standard materials, and slashed that to 16MB with "RTX Neural Materials." But what exactly does that mean, and how will this impact the gaming experience? We were particularly interested in whether or not there was potential to help GPUs that don't have as much VRAM, things like the RTX 4060 with 8GB of memory. Unfortunately, Jensen says these neural materials will require specific implementation by content creators. He said that Blackwell has new features that allow developers and artists to put shader code intermixed with neural rendering instructions into materials. Material descriptions have become quite complex, and describing them mathematically can be difficult. But Jensen also said that "AI can learn how to do that for us." These new features won't be available on previous generation GPUs, as they don't have the required hardware capabilities to mix shader code with neural code. So to get the benefit, neural materials will require content side work and thus developers will need to specifically adopt these new features. That means, for one, that if we do end up with an RTX 5060 8GB card as an example, for a whole host of existing games, the 8GB of VRAM could still prove to be a limiting factor. It also means RTX 4060 and 4060 Ti with 8GB won't get a new lease on life thanks to neural rendering. Or at least, that how we interpret things. But maybe an AI network can learn how to do some of these things for us in the future.
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GeForce RTX 5090 with DLSS 4 will deliver 4K 240 FPS gaming with full ray tracing
TL;DR: NVIDIA has unveiled the GeForce RTX 50 Series featuring DLSS 4, which introduces Multi Frame Generation, rendering three frames instead of one. It reduces VRAM requirements with 5th Generation Tensor Cores, enhancing AI performance. DLSS 4 supports 75 games at launch, exclusive to RTX 50 Series. NVIDIA has finally revealed the GeForce RTX 50 Series and the Blackwell generation will launch with DLSS 4, which introduces DLSS Multi Frame Generation. How does this differ from DLSS 3's Frame Generation? Well, where DLSS 3's AI generated a single frame, DLSS 4's Multi Frame Generation AI renders three. It also lowers the VRAM requirement, thanks to GeForce RTX 50 Series' 5th Generation Tensor Cores, which deliver up to 2.5X more AI processing performance. With Super Resolution and Ray Reconstruction, path-traced games like Alan Wake 2 and Black Myth: Wukong will run at 240 FPS - a staggering 8.2X increase over native rendering. AI is all about making the impossible possible, and path-tracing or full ray-tracing is so hardware-intensive that it's only possible thanks to DLSS and AI technologies. Not only that, but DLSS 4 is coming to 75 games and apps on day one - and, yes, it looks like it will be exclusive to the GeForce RTX 50 Series. Some of the games in the list include Alan Wake 2, Cyberpunk 2077, Diablo IV, Dragon Age: The Veilguard, God of War RagnarÃœk, Indiana Jones and the Great Circle, NARAKA: BLADEPOINT, SILENT HILL 2, S.T.A.L.K.E.R. 2: Heart of Chornobyl, and Star Wars Outlaws. DLSS 4 is also confirmed for the highly-anticipated DOOM: The Dark Ages, which will feature full path-tracing. Best of all, for games with Frame Generation, GeForce RTX 50 Series users will be able to use DLSS Override for Frame Generation, enabling Multi Frame Generation for games with Frame Generation that haven't been updated to DLSS 4. As a nice bonus for GeForce RTX 40 Series and RTX 50 Series owners, DLSS Override for Model Presets does the same for the DLSS 4 Super Resolution and Ray Reconstruction versions. Super Resolution, or DLSS, is getting an image quality boost thanks to the new transformer model that delivers "better temporal stability, less ghosting, and higher detail in motion." Here's how it looks in Alan Wake 2. We're at CES, so stay tuned for hands-on, in-depth coverage of the GeForce RTX 50 Series, DLSS 4, RTX Neural Shaders, and more.
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These exciting DLSS 4 features will work with GeForce RTX 20 and 30 Series GPUs
At CES 2025, NVIDIA announced the GeForce RTX 50 Series, headlined by the flagship GeForce RTX 5090 for $1999 and a mid-range GeForce RTX 5070 with RTX 4090 performance levels for $549. One of the significant new features is DLSS 4, and the new DLSS Multi Frame Generation boosts performance by up to 8X compared to native rendering - incredible stuff. Even though DLSS Multi Frame Generation is exclusive to the new GeForce RTX 50 Series and its next-gen Tensor Cores with 2.5X AI performance, the entire DLSS suite of RTX technologies, from Super Resolution to the existing Frame Generation, is getting a major overhaul and upgrade with DLSS 4. DLSS 3 Frame Generation is being enhanced for increased performance and reduced memory usage, which means less VRAM is required to run games with DLSS 3 enabled on the GeForce RTX 40 Series. Even the GeForce RTX 30 Series and the now-aging GeForce RT 20 Series are getting DLSS improvements courtesy of DLSS 4. Here's a handy chart from NVIDIA breaking it down. Yes, those of you with a GeForce RTX 2060 or GeForce RTX 3060 will benefit from the arrival of DLSS 4. DLAA Deep Learning Anti-Aliasing (Beta) - NVIDIA's AI-powered anti-aliasing is enhanced to offer greater stability and motion clarity. Supported by the GeForce RTX 50 Series, GeForce RTX 40 Series, GeForce RTX 30 Series, and GeForce RTX 20 Series. And the cherry on top is that DLSS Override for Frame Generation, DLSS Override for Model Presets, and DLSS Override for Super Resolution will allow every one of these DLSS 4 features and upgrades to be applied in games without official support via the NVIDIA App.
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NVIDIA DLSS 4 Multi Frame Generation and New RTX Technologies Coming To 75 Games and Apps At Launch
Each week, games and apps integrate NVIDIA DLSS, ray-traced effects, and AI, ensuring GeForce RTX owners receive the definitive experience. Such is the pace of RTX adoption, there are now over 700 #RTXON games and apps. To begin 2025 with a bang, we're announcing that 75 games and apps will support DLSS 4's new DLSS Multi Frame Generation technology at launch of our GeForce RTX 50 Series GPUs. Included on the list are today's most played and highest rated games, including Alan Wake 2, Cyberpunk 2077, Diablo IV, Dragon Age : The Veilguard, God of War Ragnarök, Indiana Jones and the Great Circle, NARAKA: BLADEPOINT, SILENT HILL 2, S.T.A.L.K.E.R. 2: Heart of Chornobyl, and Star Wars Outlaws. Black State, DOOM: The Dark Ages, and Dune: Awakening will also include DLSS 4 with Multi Frame Generation when they're released, ensuring the definitive day-one experience for GeForce RTX gamers. And The Witcher IV will feature the latest RTX-powered technologies. Additionally, DOOM: The Dark Ages will include immersive path-traced effects. Alan Wake 2 is upgrading its already-incredible engine with our new NVIDIA RTX Mega Geometry technology, in addition to DLSS 4. And Indiana Jones and the Great Circle is adding support for DLSS Multi Frame Generation and Ray Reconstruction, with support for our new RTX Hair technology coming in a future update. For games that haven't updated yet to the latest DLSS models and features, NVIDIA app will enable support through a new DLSS Override feature. Check out the latest RTX games including Black State, DOOM: The Dark Ages, Indiana Jones and the Great Circle, and The Witcher 4 in this new RTX trailer, powered by GeForce RTX 50 Series. DLSS 4: Day 0 Support For 75 Games & AppsA Quiet Place: The Road AheadGod of War RagnarökReady or NotAkimbotGray Zone WarfareRemnant II®Alan Wake 2GROUND BRANCHSatisfactoryAunt FatimaHITMAN World of AssassinationSCUMBackrooms: Escape TogetherHogwarts LegacySenua's Saga: Hellblade IIBears in SpaceICARUSSILENT HILL 2BellwrightImmortals of Aveum™Skye: The Misty IsleCrown SimulatorIndiana Jones and the Great Circle™Slender: The ArrivalCyberpunk 2077JusantSquadD5 RenderJX Online 3S.T.A.L.K.E.R. 2: Heart of ChornobylDeceit 2KristalaStar Wars Outlaws™Deep Rock GalacticLayers of FearStar Wars Jedi: Survivor™Deliver Us MarsLiminalcoreStarship Troopers: ExterminationDESORDRE: A Puzzle AdventureLords of the FallenStill Wakes The DeepDesynced: Autonomous Colony SimulatorMarvel RivalsSupermovesDiablo IVMicrosoft Flight SimulatorTest Drive Unlimited Solar CrownDirect ContactMicrosoft Flight Simulator 2024The Axis UnseenDragon Age™: The VeilguardMortal Online 2The Black PoolDugeonborneNARAKA: BLADEPOINTTHE FINALSDYNASTY WARRIORS: ORIGINSNeed for Speed UnboundThe First DescendantEnlistedOnce HumanThe ThaumaturgeFlintlock: The Siege of DawnOutpost: Infinity SiegeTorque Drift 2Fort SolisPax DeiTribes 3: RivalsFrostpunk 2PAYDAY 3WitchfireGhostrunner 2QANGAWorld of Jade Dynasty Black State, DOOM: The Dark Ages, and Dune: Awakening will also include DLSS 4 with Multi Frame Generation when they're released, ensuring the definitive day-one experience for GeForce RTX gamers. And The Witcher IV will feature the latest RTX-powered technologies. Additionally, DOOM: The Dark Ages will include immersive path-traced effects. Alan Wake 2 is upgrading its already-incredible engine with our new NVIDIA RTX Mega Geometry technology, in addition to DLSS 4. And Indiana Jones and the Great Circle™ is adding support for DLSS Multi Frame Generation and Ray Reconstruction, with support for our new RTX Hair technology coming in a future update. The Witcher IV To Feature The Latest RTX Technologies CD PROJEKT RED's The Witcher 3: Wild Hunt is one of the highest rated and best-selling action role-playing games of all time. The long-awaited sequel, The Witcher IV, recently premiered with a stunning reveal trailer, which we can now confirm was pre-rendered in Unreal Engine 5 on a GeForce RTX 5090. NVIDIA has been working with CD PROJEKT RED since the beginning of the game's development, and once it's ready to ship, The Witcher IV will launch with the latest RTX-powered technologies. Black State Launching With DLSS Multi Frame Generation, Reflex & Ray Tracing - Watch A New RTX Trailer A secret group of scientists called the Architects summons you for a mysterious mission where doors lead to diverse and unexpected locations, rendered in incredible photorealistic detail, with effects powered by advanced ray tracing. Take a new look at Black State, with its ray-traced visuals now enhanced by performance-accelerating DLSS Multi Frame Generation, in our exclusive video: "NVIDIA GeForce RTX 50 Series and DLSS 4 are game changing. We now have the power and technologies to realize the future of interactive storytelling with Black State." - Kadir Demirden - CEO, Motion Blur Motion Blur's Black State sits atop many a wishlist thanks to its impressive visuals, high-octane action, and unique environment-hopping gameplay. To learn more about Black State, head over to the game's official website, and add it to your Wishlist on Steam. Dune: Awakening Launching With DLSS Multi Frame Generation Featuring a stunningly-rendered recreation of Arrakis, Funcom's Dune: Awakening immerses you in the Dune universe like never before. Rise from survival to dominance on Arrakis, the most dangerous planet in the universe, in the highly anticipated game that combines the grit and creativity of sandbox survival games with the social interactivity of a large, persistent multiplayer game to create a unique and ambitious massively multiplayer open world survival game that builds upon the much-loved gameplay of Funcom's previous title, Conan Exiles. Previously, we announced that Dune: Awakening was launching with DLSS Frame Generation and Reflex. Today, we can announce that Dune: Awakening's DLSS integration has been upgraded to include DLSS Multi Frame Generation. See for yourself in our new, exclusive Dune: Awakening DLSS 4 with Multi Frame Generation performance comparison video: "GeForce RTX 50 Series and DLSS 4 mark the beginning of a new generation of games." - Rui Casais, CEO Funcom Indiana Jones and the Great Circle™ Adding DLSS Multi Frame Generation, DLSS Ray Reconstruction & RTX Hair The rip roaring adventures of Indiana Jones™ are getting even better with the upcoming launch of new GeForce RTX tech upgrades for Indiana Jones and the Great Circle™. The new Indiana Jones and the Great Circle update introduces DLSS Ray Reconstruction, further enhancing fully ray-traced visuals by replacing multiple denoisers with a single, unified AI model. With GeForce RTX 50 Series GPUs and the superior performance and quality delivered by DLSS 4, gamers will have the ultimate Indiana Jones and the Great Circle experience. The combination of DLSS Multi Frame Generation, and upgraded DLSS Ray Reconstruction and DLSS Super Resolution models delivers the highest frame rates and best quality. For GeForce RTX gamers wanting to experience Indiana Jones and the Great Circle's gameplay and cinematics at their absolute best, a future update will introduce our new NVIDIA RTX Hair technology. When enabled, character hair will look even more realistic and detailed, and hair shadows will be more accurate, elevating image quality and performance. "With GeForce RTX 50 Series, players will be able to experience Indiana Jones and the Great Circle at its best. With elevated image quality, performance, and new neural rendering tech like NVIDIA RTX Hair introduces a new level of character realism, truly adding to the immersion of becoming Indy." - Jim Kjellin, CTO of MachineGames Previous hair rendering techniques traded performance for image quality, or vice versa. In comparison, RTX Hair's new Linear-Swept Sphere rendering runs faster, with improved image quality, whilst using less VRAM. DLSS Multi Frame Generation and DLSS Ray Reconstruction will arrive alongside our new GeForce RTX 50 Series graphics cards, and RTX Hair is coming soon. With the raw horsepower of new GeForce RTX 50 Series GPUs, even more gamers can now experience Indiana Jones and the Great Circle at high frame rates with full ray tracing maxed out. Alan Wake 2 Adding DLSS Multi Frame Generation, RTX Mega Geometry & More Remedy Entertainment's critically acclaimed Alan Wake 2 is one of the best-looking and most immersive games released to date. Alongside the availability of GeForce RTX 50 Series GPUs, it'll get even better with the release of an update that adds several new NVIDIA RTX technologies, multiplying performance and enhancing image quality. Alan Wake 2 will be the first game to feature our new NVIDIA RTX Mega Geometry technology. Available on all GeForce RTX graphics cards and laptops, RTX Mega Geometry intelligently clusters and updates complex geometry for ray tracing calculations in real-time, reducing CPU overhead. This improves FPS, and reduces VRAM consumption in heavy ray-traced scenes. In addition to the performance boost delivered by NVIDIA RTX Mega Geometry, GeForce RTX 50 Series gamers can multiply Alan Wake 2 frame rates using DLSS Multi Frame Generation. By rendering multiple additional frames per traditionally rendered frame, performance is accelerated with the click of a button. Alan Wake 2's update also introduces support for our new transformer-based DLSS model, which enhances image quality. For example, in these scenes stability is increased on the highly-detailed chainlink fence, ghosting on the fan blades is now barely perceptible, and shimmering is reduced on the power lines, improving the player's immersive experience in the third-person game. "With DLSS 4 and GeForce RTX 50 Series we are seeing significant performance gains which enable us to create new game worlds larger and more detailed than ever." - Mika Vehkala, Chief Technology Officer, Remedy Entertainment Alan Wake 2's forthcoming update also adds a new Ultra quality level Ray Tracing preset, adding fully ray-traced refractions, fully ray-traced transparent reflections, and higher quality fully ray-traced indirect lighting. This new Ultra quality ray tracing preset, combined with the all-new transformer-based DLSS models and DLSS Multi Frame Generation, allows Alan Wake 2 to be explored with even better image quality, and heightened realism and immersion. All of these enhancements will be available for free, as part of Remedy Entertainment's next Alan Wake 2 update. Simply download the update from the Epic Games Store and your experience will be instantly upgraded! Black Myth: Wukong Upgrades To DLSS Multi Frame Generation Later This Year As one of 2024's best selling games, Game Science's Black Myth: Wukong needs little introduction. Millions of gamers have battled its fearsome bosses in highly detailed fully ray-traced worlds, and now we can announce that Black Myth: Wukong will receive a DLSS Multi Frame Generation upgrade later this year. With DLSS Multi Frame Generation, more players can experience the game's fast-paced, high stakes, challenging battles at super fast, super smooth frame rates. Marvel Rivals Adding DLSS Multi Frame Generation Within hours of its launch last month, NetEase Games' Marvel Rivals became one of the top 10 most played games on Steam, and less than 3 days after launch over 10 million players had competed online across all supported platforms. If you're unfamiliar with Marvel Rivals, it's a Super Hero, team-based PvP shooter set in the Marvel universe. Assemble an all-star Marvel squad, devise countless strategies by combining powers to form unique Team-Up skills, and fight in destructible, ever-changing battlefields. From the moment Marvel Rivals launched, it featured support for DLSS Frame Generation, DLSS Super Resolution, and NVIDIA Reflex. In a February update, Marvel Rivals will upgrade to DLSS Multi Frame Generation, further accelerating frame rates in its highly detailed, Unreal Engine 5-powered arenas. NARAKA: BLADEPOINT Introducing DLSS Multi Frame Generation NARAKA: BLADEPOINT is one the top ten most played games on Steam each week. Up to 60 players battle in NARAKA: BLADEPOINT's melee-focused Battle Royale, battling in large environments, using a unique set of traversal abilities, combat skills, and Far Eastern-inspired weapons, which players use to combo, parry and counter enemies in their quest for victory. In February, NARAKA: BLADEPOINT will upgrade its suite of DLSS features to include support for DLSS Multi Frame Generation, enabling players to further accelerate frame rates. And in the near future, support for our newly-announced NVIDIA ACE game characters will be added, enabling players to team up with intelligent AI NPCs in multiplayer matches. Learn more about that here. DLSS Multi Frame Generation Multiplying Performance In 75 Games And Apps with More Coming DLSS Multi Frame Generation, combined with the raw power of our new GeForce RTX 50 Series GPUs, ushers in a new era of super-high performance gaming, and gives developers the headroom to take image quality and immersion to the next level with full ray tracing and our new NVIDIA RTX technologies. Experience these for yourself, when our new GeForce RTX 50 Series graphics cards launch. And with the addition of NVIDIA app DLSS overrides, all GeForce RTX users can upgrade and enhance released games featuring Frame Generation, Super Resolution, DLAA, and Ray Reconstruction. Return to GeForce.com when our GeForce RTX 50 Series GPUs are released to learn how to enable each of these features in your favorite games and apps
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What is Nvidia's new DLSS 4 Multi-Frame Generation feature, and why should 3D artists care?
Nvidia announced its lineup of new RTX GPUs at CES 2025, and alongside the new DLSS 4 with pathtracing, the tech giant revealed its new feature, Multi-Frame Generation. This could save developers money and improve performance for gamers, so what is it? Announced alongside the roster of new GPUs - the RTX 5090, RTX 5080, RTX 5070 Ti, and RTX 5070 - which are twice as fast as the previous Nvidia The GeForce RTX 4090, the new DLSS 4 Multi-Frame Generation could turn out to be more important that raw speed for gamers and artists using the best 3D modelling software. The new tech can generate up to three additional frames for every traditionally rendered frame, which Nvidia says can lead to games having eight times faster frame rates with little draw on memory. Nvidia has demoed the tech on Warhammer 40,000: Darktide, and the new Multi-Frame Generation tech increased performance by 10% and used 400MB less memory, running at 4K resolution. For creatives, such as animators, it means scenes can be navigated smoothly with greater fidelity, with four times as many frames, and 3D content can be rendered at 60fps or more. The new AI-driven model really does sound like the answer to so many pressing issues as gamers demand higher frame rates at 4K and developers spend time and money on performance issues. Multi-Frame Generation is said to be 40% faster with 30% less video memory used, and needs to only generate one frame to render multiple subsequent frames. There are plans for Multi-Frame Generation to support 75 games at launch, including Cyberpunk 2077, which maxed out at 238fps on an RTX 5090 with DLSS 4, and this is with full raytracing. The full list can be found on Nvidia's DLSS 4 blog. So what's the issue? The new Multi-Frame Generation will only be supported on Nvidia's new RTX 50 range of GPUs, so you're going to need to upgrade to get that massive frame rate boost. But, there's more reason to upgrade, as Nvidia also has improvements to DLSS Ray Reconstruction, DLSS Super Resolution and DLAA - these make use of transformer architecture - a deep neural network model - the same as found in AI models like ChatGPT, to make advances in motion rendering. Away from pure gaming, there's reason to upgrade. The new GeForce RTX 5090 GPU looks like a 3D modeller's dream - it has 32GB of GPU memory, larger than any previous GeForce RTX GPU, and a 33% increase over the GeForce RTX 4090 GPU. This means 3D artists can create larger, more detailed models and worlds and run multiple applications simultaneously. Nvidia claims the new RTX 50 series can run 3D applications 40% faster than previous Nvidia RTX GPUs. Everything came together in the new footage of Doom: The Dark Ages, that makes use of DLSS 4 and showcased Multi-Frame Generation in action as well as ray reconstruction and path tracing technology. Billy Khan, Director of Engine Technology at id Software said: "With DLSS 4, we are stepping into a new era of gaming. The new ray reconstruction transformer model powers a historical leap in raytracing capabilities; not just accelerating performance but also enhancing visuals in Doom: The Dark Ages". Need more info on GPUs? Read our guides to the best graphics cards and our explainer of what are the best graphics cards for digital artists and creatives.
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Dune: Awakening only runs at 60FPS on an RTX 5090 with DLSS turned off
TL;DR: NVIDIA demonstrated the capabilities of DLSS 4 with a GeForce RTX 5090 on the survival game Dune: Awakening, set for release in 2025. NVIDIA's keynote at CES 2025 introduced the world to the what is now considered to be the most powerful graphics card in the world, the GeForce RTX 5090. During the presentation NVIDIA CEO Jensen Huang detailed the massive performance increase of the RTX 5090 versus its predecessor, and how AI is responsible for big performance jumps in games. The technology Huang was referring to is DLSS, and with the new RTX 50 series cards buyers will get DLSS 4, which is set to offer massive performance increases in compatible games. NVIDIA has begun releasing performance comparisons between games running without DLSS 4, and then with DLSS 4 turned on. One of those titles is the upcoming Dune: Awakening, which NVIDIA showcases running at approximately 60FPS on the RTX 5090 without DLSS 4 turned on. The next section of the video shows Dune: Awakening achieving a staggering 240FPS, with it pushing above 300+FPS in some scenes thanks to DLSS 4 and Multi Frame Generation. While the insane jump in frame rate is certainly impressive, it simultaneously highlights either the poor optimization of the current level of development for Dune: Awakening, as the title can only achieve just above 60FPS on the RTX 5090, or the underwhelming performance of the RTX 5090 running games natively.
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Indiana Jones on a 5K display - GeForce RTX 5090, Path Tracing, and DLSS 4
TL;DR: At CES 2025, NVIDIA unveiled the GeForce RTX 50 Series, featuring the RTX 5090 and DLSS 4 with Multi Frame Generation technology. This enhances performance in games like Indiana Jones and the Great Circle, which supports Path Tracing and RTX Hair technology. DOOM: The Dark Ages will also feature DLSS 4 support. At CES 2025, NVIDIA announced its GeForce RTX 50 Series of graphics cards, led by the new flagship GeForce RTX 5090. Alongside the next-generation GPUs, the company also announced the arrival of DLSS 4 and the brand-new DLSS Multi Frame Generation technology that takes advantage of the RTX 50 Series' advanced AI hardware and design. Building on DLSS 3 Frame Generation, it can render two additional frames on top of the original one, boosting performance to new heights - especially in visually intensive games like Indiana Jones and the Great Circle. The game was developed by Machine Games and built on a custom version of id Software's idTech engine, which supports full Path Tracing. Even on the highest-end hardware, like the GeForce RTX 4090 or upcoming GeForce RTX 5090, Path Tracing is so hardware-intensive that it's only made playable thanks to tech like DLSS. With the arrival of DLSS 4, Indiana Jones and the Great Circle looks incredible - running on the GeForce RTX 50 series in 5K at 200 FPS. During NVIDIA's Editor's Day, we saw the game, with the latest DLSS 4 update that also adds DLSS Ray Reconstruction support, running on the new Acer Predator XB323QX display. This is an incredibly sharp 31.5-inch 5K IPS display with a 5120 x 2880 pixel resolution. With DLSS 4's Multi Frame Generation and the upgraded Ray Tracing detail thanks to Ray Reconstruction, the game looks and runs significantly faster on the new flagship GeForce RTX 5090. The 5K display's maximum refresh rate is no problem, and the level of detail in the game's stunning college section was mind-blowing. In addition to being an excellent game, Indiana Jones and the Great Circle is set to become a visual benchmark for years to come. It doesn't stop at Ray Reconstruction, as the game will also support the brand-new RTX Hair technology that is part of NVIDIA's Neural Rendering for the GeForce RTX 50 Series' advanced AI hardware and new Tensor Cores. Keeping it in the Bethesda family at CES 2025, we learned that the highly anticipated DOOM: The Dark Ages from id Software will launch this year with DLSS 4 Multi Frame Generation support and will feature a Path Tracing mode like Indy. With id's incredible track record of delivering games with cutting-edge visuals and silky smooth performance and optimization on PC, there's every chance this will be one of those games that will help sell GeForce RTX 50 Series GPUs.
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NVIDIA introduces DLSS 4 at CES 2025, featuring Multi Frame Generation technology that promises up to 8x performance boost over traditional rendering, along with significant improvements in image quality and latency reduction.
At CES 2025, NVIDIA unveiled its latest iteration of Deep Learning Super Sampling (DLSS) technology, DLSS 4, marking a significant advancement in AI-powered gaming performance 12. This new version introduces Multi Frame Generation, a feature that promises to revolutionize frame rate improvements and image quality in supported games.
DLSS 4's headline feature, Multi Frame Generation, can generate up to three additional frames for every traditionally rendered frame. This capability allows for a potential 8x performance boost compared to traditional brute-force rendering 23. NVIDIA claims this technology will enable stunning 4K 240 FPS fully ray-traced gaming on their flagship GeForce RTX 5090 graphics card 3.
The technology builds upon the frame interpolation technique used in DLSS 3, but with significant improvements. NVIDIA has developed a new frame generation AI model that is 40% faster and uses 30% less VRAM than its predecessor 2. This efficiency gain allows for the generation of multiple frames without significantly increasing latency or computational costs.
DLSS 4 represents the most substantial upgrade to NVIDIA's AI models since DLSS 2.0's release in 2020 24. The technology now employs 'transformers', the same advanced architecture powering frontier AI models like ChatGPT and Google's Gemini 34. This upgrade promises improved temporal stability, reduced ghosting, and higher detail in motion 3.
While DLSS 4 will be available for all RTX GPUs, including the older RTX 20 series, not all features will be accessible on every card 45. The Multi Frame Generation feature will be exclusive to the new GeForce RTX 50 series GPUs 4. However, other enhancements like improved Ray Reconstruction, Super Resolution, and Deep Learning Anti-Aliasing (DLAA) will be available across various RTX generations 5.
NVIDIA has announced that 75 games and applications will support DLSS 4 from day one, with popular titles like Cyberpunk 2077 and Alan Wake receiving updates to take advantage of the new technology 4.
Despite some initial confusion stemming from comments made by NVIDIA CEO Jensen Huang, it's important to note that DLSS 4 does use frame interpolation techniques, similar to its predecessor 1. The technology doesn't actually "predict the future" as suggested, but rather uses advanced algorithms to generate intermediate frames based on rendered ones.
The introduction of DLSS 4 represents a significant step forward in real-time image upscaling and frame generation technology. As games become increasingly demanding, especially with the adoption of ray tracing and higher resolutions, technologies like DLSS 4 are poised to play a crucial role in maintaining high performance without sacrificing image quality 5.
This advancement not only pushes the boundaries of what's possible in gaming graphics but also has potential implications for other fields that rely on real-time rendering and AI-enhanced imagery.
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Nvidia's latest DLSS 4 technology brings significant improvements to gaming performance and visual quality, outperforming competitors and paving the way for 8K gaming.
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Nvidia's DLSS 4 technology promises massive performance gains and visual improvements, but raises questions about its impact on game design and player experience.
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Nvidia hints at the possibility of bringing DLSS 4 Multi-Frame Generation to older GPUs, while introducing exclusive features for the upcoming RTX 50-series. This development could impact upgrade decisions for current GPU owners.
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Leaked information suggests Nvidia's upcoming RTX 50-series GPUs will feature DLSS 4 with advanced AI capabilities, including neural rendering, promising significant improvements in gaming performance and graphics quality.
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NVIDIA's DLSS 4 technology has seen unprecedented adoption, now supported in over 100 games and apps within just 1.5 months of its release. This AI-powered graphics technology offers significant performance boosts and improved image quality for RTX 50 Series GPUs.
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